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Camera.SetStereoViewMatrix

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public method SetStereoViewMatrix(eye: Camera.StereoscopicEye, matrix: Matrix4x4): void;
public void SetStereoViewMatrix(Camera.StereoscopicEye eye, Matrix4x4 matrix);

Parameters

eye Specifies the stereoscopic view matrix to set.
matrix The matrix to be set.

Description

Sets a custom view matrix for a specific stereoscopic eye.

In most cases you should use the view matrices provided by the VR SDK to ensure accurate stereoscopic rendering. However, in some scenarios it can be useful to override the view matrices to achieve specific effects. For example, custom view matrices would be required to implement binoculars in VR.

If custom view matrices have been set, then the Camera will analyze the view matrices to determine whether it is safe to use a single cull pass or if it must separately cull each eye. Use Camera.areVRStereoViewMatricesWithinSingleCullTolerance to find out which will be used.

Calling Camera.ResetStereoViewMatrices will revert the camera to using view matrices provided by the VR SDK. Note that the Camera.stereoSeparation will not be applied until you call Camera.ResetStereoViewMatrices.

See Also: Camera.ResetStereoViewMatrices, Camera.stereoSeparation, Camera.areVRStereoViewMatricesWithinSingleCullTolerance

#pragma strict
// Use this for initialization
function Start() {
}
// Update is called once per frame
function Update() {
	var cam: Camera = GetComponent.<Camera>();
	var viewL: Matrix4x4 = cam.worldToCameraMatrix;
	var viewR: Matrix4x4 = cam.worldToCameraMatrix;
	viewL[12] += 0.011f;
	viewR[12] -= 0.011f;
	cam.SetStereoViewMatrix(Camera.StereoscopicEye.Left, viewL);
	cam.SetStereoViewMatrix(Camera.StereoscopicEye.Right, viewR);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { // Use this for initialization void Start() { }

// Update is called once per frame void Update() { Camera cam = GetComponent<Camera>();

Matrix4x4 viewL = cam.worldToCameraMatrix; Matrix4x4 viewR = cam.worldToCameraMatrix;

viewL[12] += 0.011f; viewR[12] -= 0.011f; cam.SetStereoViewMatrix(Camera.StereoscopicEye.Left, viewL); cam.SetStereoViewMatrix(Camera.StereoscopicEye.Right, viewR); } }
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